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Folk Of Leng 2014

CR 2 humanoid

Medium humanoid, neutral evil


Armor Class
14 (studded leather)
Hit Points
68 (8d8+32)
Speed
30 ft.

STR12 (+1)
DEX15 (+2)
CON18 (+4)
INT14 (+2)
WIS16 (+3)
CHA22 (+6)

Saving Throws
Dexterity +4, Wisdom +5
Skills
Arcana +4, Deception +8, Perception +5
Resistances
cold
Damage Immunities
necrotic
Condition Immunities
frightened
Senses
passive Perception 15
Languages
Common, Void Speech
Challenge
2 (450 XP) · Proficiency Bonus +2

Innate Spellcasting.

the folk of Leng's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:

at will: comprehend languages, minor illusion

3/day each: disguise self, suggestion

1/day each: dream, etherealness

Regeneration.

The folk of Leng regains 5 hit points at the start of its turn. If the folk of Leng takes fire or radiant damage, this trait does not function at the start of its next turn. The folk of Leng dies only if it starts its turn with 0 hit points and does not regenerate. Even if slain, their bodies reform in a crypt of Leng and go on about their business.

Void Sailors.

The folk of Leng can travel the airless void without harm.

Void Stare.

The folk of Leng can see through doors and around corners as a bonus action. As a result, they are very rarely surprised.

Actions

Etheric Harpoon.

Ranged Weapon Attack: +8 to hit, range 30 ft., one target. Hit: 10 (1d8 + 6) necrotic damage, and the target must make a successful DC 13 Wisdom saving throw or be grappled (escape DC 13). In addition, armor has no effect against the attack roll of an etheric harpoon; only the Dexterity modifier factored into the target's AC is considered.

Psychic Scimitar.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) psychic damage.

Hooked Spider Net (Recharge 5–6).

Ranged Weapon Attack. +4 to hit, range 20/50 ft., one target. Hit: 3 (1d6) piercing damage plus 19 (3d12) poison damage, and the target is restrained. A successful DC 14 Constitution saving throw halves the poison damage.

Environments: Arctic or Tundra, Caves, Coast, Desert, Forest or Jungle, Grassland or Plains, Hills, Laboratory, Lake, Mountain, Ocean, Ruins, Sewer, Shadowfell, The Abyss, Astral Plane, Elysium, Ethereal Plane, Feywild, Hell, Material Plane, Plane of Air, Plane of Earth, Plane of Fire, Plane of Water, Swamp or Marsh, Temple, Badlands, Tomb, Underworld, Urban

Other versions

Source: Tome of Beasts (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details